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Campaign Introduction

Your group came together following your individual motivations and joined a caravan heading to Waterdeep, and from there continued your journey to the Dessarin Valley and Red Larch. As of late troubles have been brewing, loses due to banditry are on the rise, folks are also blaming barbarians or humanoid incursions for causing strife, destruction and death. Even the weather seems to be growing more severe and good townsfolk are succumbing to superstitious fears.

Keep in mind, that while this campaign is based in the Forgotten Realms setting, don’t assume that anything you know about this setting remains true. My version has changes, so don’t go looking for Elminster, or Drizzt. If you are looking for flavor, feel free to search out info about the Forgotten Realms online to look for nations, gods etc. Just double check with me to make sure that I agree with the Canon that’s out there.

Click here for the Survival Guide

Factions

The Harpers Good with Chaotic Leanings
A scattered network of spellcasters, spies and scouts. Harpers believe in promoting individual freedom and oppose tyranny and abuse of power. Stealth and subtlety are the preferred method of operation and Wizards and Bards are the most prominent members of this faction.
The Order of the Gauntlet Good with Lawful Leanings
A militaristic organization primarily composed of Clerics, Paladins, and Monks. Members of this organization seek to bring justice to the world and protect the others from evildoers. They are swift in bringing retribution to those who would violate the law.
The Emerald Enclave Neutral with Good Leanings
A widespread group of wilderness survivalists, seeking to preserve the natural order, destroying any unnatural threats. Primarily built from Rangers, Druids and Barbarians, some members roam the wilds while others stay on the outskirts of civilization and seek to protect others from the dangers of the wilds.
The Lord’s Alliance Lawful
A loose alliance of political powers concerned with mutual security and prosperity. Seeking to aggressively protect civilization, trade and commerce from external threats whatever those threats may be. This group appeals to glory seekers and those interested in political power.
The Zhentarim Non-Good Aligned
A shadowy network of spies, influence peddlers and power brokers. The Zhentarim seek to expand their influence, power, and wealth by any means necessary. Though not outright evil, the group does require members to have few moral reservations when looking to conduct business.

Dessarin Valley (map)

The Dessarin Valley is a lightly settled region of caravan towns, isolated homesteads, and uninhabited wilderness approximately 7 days ride North of the city of Waterdeep. The townspeople like to boast this region as “The Gateway to the North” as much trade passes through these lands both by road and keelboat, running from the ports of Waterdeep and Neverwinter to places such as Everlund, Mirabar, and Silverymoon.

Cities and Settlements

Features and Sites

Regions and Wilderness


Feel free to add any locations you discover or hear about here. Use these pages as group notes to keep track of leads and future adventure sites…

Player Characters

Name Race Class Player
Example Dude Half-Dragon Munchkin Kevin
Alrich von Edelied Half-Elf Paladin Ryan

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